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Messages - cyberkilla

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91
Projects / Re: aptal karga (foolish crow)
« on: March 10, 2007, 12:11:35 am »
FengGui looks a little too top-heavy for an important project.

Something like cad, sure, but no games. Not in my opinion anyway.

92
Projects / Re: FutureRP
« on: March 04, 2007, 01:30:34 pm »
Just incase anyone is vaguely interested;)...

I am spending this week on my older, website based game.
I am implementing some drag and drop effects, AJAX loading for ever page, etc.

This will hopefully reduce the load on the server.
I am also splitting the attack based scripts into segments, for speed reasons.

So, essentially, I will not be posting strange questions until friday;)

93
Support / Re: GUI which Support JPCT
« on: March 03, 2007, 03:38:02 pm »
Its nothing over complicated to make your own.

I have my own. That way, you can be sure it isn't bloated, and overkill for your purposes.

94
Projects / Re: FutureRP
« on: March 03, 2007, 04:55:33 am »
Brilliant!
Now we have proof that it's okay!;)

95
Projects / Re: FutureRP
« on: March 02, 2007, 07:55:59 pm »
I think thats more or less the same as a projected texture.

I think a few games already do this.

Still, I understand when something need not be perfect.
The maps I will be making will very rarely have a sharp, irregular ground anyway.

One other option could be to just use a Light! A nice green, or red light positioned at the point
where the ring would be might be nice. Could een be used in conjunction, to draw your eye away slightly.

And with bloom, I bet it looks amazing!:)
I'd be interested to see bloom in Paradroidz personally ;)

96
News / Re: Version 1.13 has been released!
« on: March 02, 2007, 06:38:54 pm »
Compared to the last beta, this version comes with an updated version of LWJGL, an additional method in Matrix and a fix in the collision listener handling. Changes are documented here: http://www.jpct.net/changes.html

Have fun!

You did the keymapper thing! Thank you! Some of my players have been having trouble with my version:)
Sometimes it "invents" characters when there isn't any keyboard input.

Also, The alpha framebuffer has been a big help for me.

Good job. Very good job:).

97
Projects / Re: Warehouse Visualisation
« on: March 02, 2007, 06:32:39 pm »
Yes, it is remarkable. I did not realise it was in such working order.

98
Projects / Re: FutureRP
« on: March 02, 2007, 06:29:34 pm »
I was wondering about this (the highlight ring, not the nipples!) in Bloodridge. Currently it's a bit weird, especially on steps...
Any ideas how to work this one?

(speech bubbles look good BTW!)

Thank you!:)
Gimp is great for things like that.

By the way, I like the highlighted ring. I would be happy enough with what you have;).

99
Projects / Re: FutureRP
« on: March 02, 2007, 06:27:07 pm »
I am now working on the player selection plane that appears below a selected player:)
You may consider to shoot just one ray into the ground and let the collision listener return the polygon id of the hit polygon. With this, you can ask the PolygonManager for that polygon's normal and adjust the selection plane accordingly. Without doing anything else, there won't be a smooth transition between polygons with different normals of course. But maybe that's not a problem or you can add some interpolation to it. But it will save you from shooting multiple rays into the ground.

That is an infinitely more efficient method:). It will never be perfect.
The only way it would work optimally, is if there was a way to "project" the image onto the ground,
like a shadow.
This, however, probably means multitexturing, and would cause trouble, when software mode is used.

100
Projects / Re: FutureRP
« on: March 02, 2007, 06:24:44 pm »
What to you guys think?
Are those "dots" their nipples?  ;D

Yes, well, they were meant to be, but I misplaced them;)

101
Projects / Re: FutureRP
« on: March 02, 2007, 05:57:53 pm »
I am now working on the player selection plane that appears below a selected player:)

102
News / Re: Beta version of 1.13 available!
« on: March 02, 2007, 03:58:26 am »
The invert of a matrix is just matrix.invert(), or matrix.invert3x3() to pretend its only rotational(if i understand right:)).

103
Support / Re: OutOfMemoryError
« on: March 02, 2007, 01:41:04 am »
That is pretty damned good!:)

104
Projects / Re: FutureRP
« on: March 02, 2007, 01:37:50 am »
What do you guys think?;)






What to you guys think?

Appologies for the texture on those models! It was supposed to be a belt buckle!;)

105
News / Re: Beta version of 1.13 available!
« on: March 01, 2007, 10:21:46 pm »
It gives you everything in object space.

You would need to convert the vertex vectors into world space, and compare them
against the other model using a ray, or something like that:).

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